Vertical Slice | Bugs Ahoy!

Between February and May 2018, I worked on programming and implementing a vertical slice, based on a game design document created by fellow student Sam Clay. While my team designed and created assets for the game, I handled a variety of programming tasks, such as creating a procedural ocean wave system (with level-of-detail vertex culling), three-dimensional player movement (in air, in water and on land, with bespoke collision detection), boat movement (reacting to waves and variable wind direction procedurally), linear dialogue and quest tracking. Although I figured-out and learnt a ton, my work was far from best-practice (as I came-up with strange, scrappy solutions to issues that could have been more effectively solved with more targeted learning).

You can find the full development process documented at:

mopswithoutborders.wordpress.com